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Changes to SOV , Power Projection & Nullsec Stagnation

First post First post First post
Author
Kagura Nikon
Native Freshfood
Minmatar Republic
#1441 - 2014-08-21 10:29:36 UTC
Pesadel0 wrote:
Ccp dropped the Ball ever since they nerfed smaller gangs the so called nano they were fun and the smaller alliances and corps could and did harrass the bigger alliances.

I think That manny changes whould Shake things a bit but the aversion that all null coaglitions have now would still be present and they would continue to rule vasts amounts of Space



The problem was not nerfing nano fleet. Was nerfing them TOO MUCH... A tad bit less agressive nerf would have left game in a better skirmishable level.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Anthar Thebess
#1442 - 2014-08-21 12:07:59 UTC
I think the bigger problem is that people are just abusing jump portals, jump drives, and jump bridges.
It is very hard to something to enemy fleet if they need just 1-2 midpoints to cross a region.
Kill a carrier in this nano gang , or mothership.

Fix capitals, remove titan bridges, jump brides and every thing will be slowly moving into the better.
baltec1
Bat Country
Pandemic Horde
#1443 - 2014-08-21 12:41:24 UTC
Kagura Nikon wrote:



The problem with missions is that the missioners will be almost 100% safe because takes longer to probe them there and they will be long docked when hunters arrive.


Using local as an intel tool goes out the window when you have 50+ in the system. More densely populated sov space would make catching rattler easier than nowTwisted
Anthar Thebess
#1444 - 2014-08-21 18:06:27 UTC
baltec1 wrote:
Kagura Nikon wrote:



The problem with missions is that the missioners will be almost 100% safe because takes longer to probe them there and they will be long docked when hunters arrive.


Using local as an intel tool goes out the window when you have 50+ in the system. More densely populated sov space would make catching rattler easier than nowTwisted


Exactly - the more people on local the easier to catch someone.
You can also make those mission sites visible on scanner - just add another tick like 'show anomalies'
Kagura Nikon
Native Freshfood
Minmatar Republic
#1445 - 2014-08-22 00:25:46 UTC  |  Edited by: Kagura Nikon
baltec1 wrote:
Kagura Nikon wrote:



The problem with missions is that the missioners will be almost 100% safe because takes longer to probe them there and they will be long docked when hunters arrive.


Using local as an intel tool goes out the window when you have 50+ in the system. More densely populated sov space would make catching rattler easier than nowTwisted




maybe.. but hard to predict how dense that will be.. if not enought... thatn becomes a problem


We hunt war targets in high sec... and as a rule of thumb... less than 100 in local mean they wil see us asap when we jump in.
THat is why I think local show up time should depend on how populated a system is....

"If brute force does not solve your problem....  then you are  surely not using enough!"

Anthar Thebess
#1446 - 2014-08-22 06:30:52 UTC
Well remember that people want missions.
Missions that will be located in a agent site, outside of the station.
Let say that in one constellation you can have only 1 agent site in your sov.

This mean that people in this constellation will go in and out of this system - so many targets for small gangs.

What more - this site can be "disabled" by small gang if undefended by destroying some structure , so if you will not defend this site - it will cost you , and it will block all missions for large group of players for let say 30 minutes.

People don't want JB , or JB in totally different form - not abused like now. So more moving targets, and more space to cover.
Kagura Nikon
Native Freshfood
Minmatar Republic
#1447 - 2014-08-22 10:42:02 UTC
If the missions almost always send you to the next system. That might work.....


But I still would like some local revamp to help 0.0 changes.


If the level of activity in a system made difference on if local works or not.. that would push a LOT on the direction that all systems must have economical activity (otherwise they become dangerous shadows were enemies can hide).

"If brute force does not solve your problem....  then you are  surely not using enough!"

Anthar Thebess
#1448 - 2014-08-22 10:59:24 UTC
I see that 50 % missions you have in the same system , 30% in the constellation , 20% anywhere in alliance sov.
baltec1
Bat Country
Pandemic Horde
#1449 - 2014-08-22 11:59:34 UTC
Anthar Thebess wrote:
I see that 50 % missions you have in the same system , 30% in the constellation , 20% anywhere in alliance sov.


Nah, just have them in system and next door. The higher agent ones (the ones you get every 10 missions) can be the ones that send you backpacking across the constellation.

The great thing about missions as they currently are is that they let you have much more compact populations which in turn means you have a much better local market and it is a lot easier to for a defense fleet to take on roams all while making local a much more unreliable intel tool. Best thing is that CCP don't need to spend huge amounts of time on it, it is a fairly quick and easy thing to do that will make a huge difference.
Dr Cedric
Science and Trade Institute
Caldari State
#1450 - 2014-08-22 18:16:33 UTC  |  Edited by: Dr Cedric
Back to the Logi argument, what woud putting an optimal/falloff do to the Logi system? Especially if its a steep fallof (like 5/45 at max Logi level). This could fit well with the upcoming "meta-cide" so that some modules could be skewed to favor total range at the cost of rep-power and the other way, rep-power at the cost of range, and to that end have one module with high optimal/low falloff and one with low optimal/high falloff.

More fitting choices means more fleet options and more tactical decisions.

Also, I'm still totally in favor of residence based sov, however, agent missions is not the way to go. It needs to be a structure based mechanism that allows increased PvE opportunities with increased structure placement. This allows attackers targets of opportunity that have real worth and will affect a system in real time.

Cedric

Linkxsc162534
Silent Scourge
#1451 - 2014-08-22 22:52:41 UTC
baltec1 wrote:
Linkxsc162534 wrote:
baltec1 wrote:

Both sides have impossible to break defensive fleets. We could wage a forever war and get nowhere, hence why we dont bother.


What about if jumps were nerfed in such a manner that they couldn't bring their "impossible to break defensive fleet" to bear? Or you bringing your own fleet to bear? Remove the bridging and jumping from the game and have everyone stuck doing gate jumps from system to system.
The only reason the fleets are so unbreakable is that the fleet can get there quickly (and so can yours) and reinforcements are but a couple jumps away. Slow that down a bit and you won't have the ability to project power over the whole area.

But hey "everyone would burn out trying to move the fleets around" honestly I don't see it as anywhere near the problem people make it out to be.


We would be in the exact same situation as now only it would take 4 hours rather than 2.


Yeah, but with a 4 hour defensive response time means that my team could jump in, get SBUs up, reinforce the Ihub, and either cloak up, log out, or run away before you could respond. Given this happens often enough in different areas you have to either
A, local defense fleets to stave off these assaults.
B, bring big blap fleets every time to deal with the attack you are expecting to get the second level of reinforcement on the station and Ihub.
C, bring a big fleet to save the system when it comes out of its last reinforcement.
D, concede that some systems on the fringe of your sov aren't worth the effort of defending and let the little guy hold territory for a while. Hell, you're the blue doughnut, you can come by and wipe them out any time you want right right?

Little guy, it doesn't matter that much. They could go out and attack some systems, conquer them for some amount of time. Maybe take an overall money loss on the whole affair, maybe they could hold their couple systems for long enough to make a profit. Either way, there'd be more chances for content generation.
baltec1
Bat Country
Pandemic Horde
#1452 - 2014-08-23 00:37:24 UTC
Linkxsc162534 wrote:
baltec1 wrote:
Linkxsc162534 wrote:
baltec1 wrote:

Both sides have impossible to break defensive fleets. We could wage a forever war and get nowhere, hence why we dont bother.


What about if jumps were nerfed in such a manner that they couldn't bring their "impossible to break defensive fleet" to bear? Or you bringing your own fleet to bear? Remove the bridging and jumping from the game and have everyone stuck doing gate jumps from system to system.
The only reason the fleets are so unbreakable is that the fleet can get there quickly (and so can yours) and reinforcements are but a couple jumps away. Slow that down a bit and you won't have the ability to project power over the whole area.

But hey "everyone would burn out trying to move the fleets around" honestly I don't see it as anywhere near the problem people make it out to be.


We would be in the exact same situation as now only it would take 4 hours rather than 2.


Yeah, but with a 4 hour defensive response time means that my team could jump in, get SBUs up, reinforce the Ihub, and either cloak up, log out, or run away before you could respond. Given this happens often enough in different areas you have to either
A, local defense fleets to stave off these assaults.
B, bring big blap fleets every time to deal with the attack you are expecting to get the second level of reinforcement on the station and Ihub.
C, bring a big fleet to save the system when it comes out of its last reinforcement.
D, concede that some systems on the fringe of your sov aren't worth the effort of defending and let the little guy hold territory for a while. Hell, you're the blue doughnut, you can come by and wipe them out any time you want right right?

Little guy, it doesn't matter that much. They could go out and attack some systems, conquer them for some amount of time. Maybe take an overall money loss on the whole affair, maybe they could hold their couple systems for long enough to make a profit. Either way, there'd be more chances for content generation.


It takes a week to take a station system, we only need to show up once in that week to defend it.
Linkxsc162534
Silent Scourge
#1453 - 2014-08-23 04:38:07 UTC
baltec1 wrote:

It takes a week to take a station system, we only need to show up once in that week to defend it.


Yeah, you only have to show up once for me... but what about for the 30 other groups of scrubs that will be gunning for your systems now that they know a 400man MOM fleet won't be dropping on them within a moments notice?

Remember, my whole argument is about slowing capital mobility down and giving them gate travel.
Takes 3 hours IIRC to put up SBUs. And then assuming a handful of dreads, we could actuality reinforce some stuff before you're blob gets here to stop us.
You at any time have the forces to stop us, but at the same time if attacks are happening in 10 different systems, you gotta start splitting up your fleet, and you better check yourself on that because now you're numerical advantage is getting whittled down. You might ignore the initial assault, planning to defend during the armor phase or the structure phase. But even then can you get the pilots online willing to run around after 10-20man groups harassing ur stuff? Content? I wonder how long your pilots will keep from getting burned out running around trying to catch all the little groups of harassers that can't be just smacked down by your supercaps.

Hell, given you're slower response time, I could just take a handful of guys, fly right into your space and start running around reinforcing moongoo POSes and cutting into your income. You gonna just let us go around and kill of x number of days worth of goo production? Is that scrubby system out on the fringe with the crappy moons really worth the effort compared to stopping the harassing group?

All this crap COULD be done now you might argue. But be honest, it really cant. You can simply bring your fleet to bear against anyone too quickly, so noone bothers trying. And you've got too many treaty's with the rest of the doughnut for them to do anything. Then theres also always Cyno jammers, which we can't do much about. 1 Dread = ~5-15BSes worth of DPS, but hey we can't use them 90% the time.
baltec1
Bat Country
Pandemic Horde
#1454 - 2014-08-23 08:53:28 UTC
Linkxsc162534 wrote:
baltec1 wrote:

It takes a week to take a station system, we only need to show up once in that week to defend it.


Yeah, you only have to show up once for me... but what about for the 30 other groups of scrubs that will be gunning for your systems now that they know a 400man MOM fleet won't be dropping on them within a moments notice?

Remember, my whole argument is about slowing capital mobility down and giving them gate travel.
Takes 3 hours IIRC to put up SBUs. And then assuming a handful of dreads, we could actuality reinforce some stuff before you're blob gets here to stop us.
You at any time have the forces to stop us, but at the same time if attacks are happening in 10 different systems, you gotta start splitting up your fleet, and you better check yourself on that because now you're numerical advantage is getting whittled down. You might ignore the initial assault, planning to defend during the armor phase or the structure phase. But even then can you get the pilots online willing to run around after 10-20man groups harassing ur stuff? Content? I wonder how long your pilots will keep from getting burned out running around trying to catch all the little groups of harassers that can't be just smacked down by your supercaps.

Hell, given you're slower response time, I could just take a handful of guys, fly right into your space and start running around reinforcing moongoo POSes and cutting into your income. You gonna just let us go around and kill of x number of days worth of goo production? Is that scrubby system out on the fringe with the crappy moons really worth the effort compared to stopping the harassing group?

All this crap COULD be done now you might argue. But be honest, it really cant. You can simply bring your fleet to bear against anyone too quickly, so noone bothers trying. And you've got too many treaty's with the rest of the doughnut for them to do anything. Then theres also always Cyno jammers, which we can't do much about. 1 Dread = ~5-15BSes worth of DPS, but hey we can't use them 90% the time.


You have to remember you dont just slow us down you also slow down any attacker just as much. Under the current mechanics simply nerfing power projections would mean everything just takes longer to do. We would still show up for the timers because we would just set off a bit sooner. You could remove jump bridges, remove titan bridges and force a 24 hour cooldown on capital jump drives and we would still be able to dump baltec fleets on your head that no small alliance can hurt.

If anything you make it even harder to remove us from our sprawling empires and all of the real problems with null go untouched.
baltec1
Bat Country
Pandemic Horde
#1455 - 2014-08-23 08:58:34 UTC  |  Edited by: baltec1
Dr Cedric wrote:
Back to the Logi argument, what woud putting an optimal/falloff do to the Logi system? Especially if its a steep fallof (like 5/45 at max Logi level). This could fit well with the upcoming "meta-cide" so that some modules could be skewed to favor total range at the cost of rep-power and the other way, rep-power at the cost of range, and to that end have one module with high optimal/low falloff and one with low optimal/high falloff.

More fitting choices means more fleet options and more tactical decisions.

Also, I'm still totally in favor of residence based sov, however, agent missions is not the way to go. It needs to be a structure based mechanism that allows increased PvE opportunities with increased structure placement. This allows attackers targets of opportunity that have real worth and will affect a system in real time.


Problem with this idea is that it hurts small scale use of logi.

The reason why diminishing returns is better is because it would mean small scale use of logi for roams, small fleets and small capital use would stay as it is. We only want to nerf their use in the large fleets which is where the problem is.

The reason for missions is a simple one. It is by far the easiest change for ccp to make that would have the greatest impact. They are already in game, they inject less isk into the system than anoms do and they allow for any number of people in the system.
Linkxsc162534
Silent Scourge
#1456 - 2014-08-23 18:59:01 UTC
baltec1 wrote:

You have to remember you dont just slow us down you also slow down any attacker just as much. Under the current mechanics simply nerfing power projections would mean everything just takes longer to do. We would still show up for the timers because we would just set off a bit sooner. You could remove jump bridges, remove titan bridges and force a 24 hour cooldown on capital jump drives and we would still be able to dump baltec fleets on your head that no small alliance can hurt.

If anything you make it even harder to remove us from our sprawling empires and all of the real problems with null go untouched.


Well id still just like the ability to reinforce a system before the doomfleet lands on me, thatd be more than enough to get people to try. After all, wed also be able to run a regular pvp roam through your space without a titan bridging 300 onto us. Wed have our own scouts and a couple jumps notice of your blob. Right now, any ship can be the blob

Also i stated the removal of jumping, none of this 24 hr wait time stuff. All youd have to do is reship. And a 24 hour wait wouldnt fix my lack of ability to use dreads or carriers as an asset.

Thirdly the logi issue is more a problem with carriers being too powerful outside of triage. Simply a dread out of seige is about 1bses damage, and siege makes it 7x. A carrier only gets a 4x rep/sec bonus (half cycle time, double rep amnt) when triaged. But a 3rep carrier can almost match a dreads dps in terms of damage repped (before considering resists) basically triage should be switched to a 7x total rep bonus, and its untriage rep speed adjusted to match.

But that could be happening in the upcoming capital balance pass so well see. Much easier more effective change than diminishing returns.
Dr Cedric
Science and Trade Institute
Caldari State
#1457 - 2014-08-23 19:53:06 UTC
baltec1 wrote:
Dr Cedric wrote:
Back to the Logi argument, what woud putting an optimal/falloff do to the Logi system? Especially if its a steep fallof (like 5/45 at max Logi level). This could fit well with the upcoming "meta-cide" so that some modules could be skewed to favor total range at the cost of rep-power and the other way, rep-power at the cost of range, and to that end have one module with high optimal/low falloff and one with low optimal/high falloff.

More fitting choices means more fleet options and more tactical decisions.

Also, I'm still totally in favor of residence based sov, however, agent missions is not the way to go. It needs to be a structure based mechanism that allows increased PvE opportunities with increased structure placement. This allows attackers targets of opportunity that have real worth and will affect a system in real time.


Problem with this idea is that it hurts small scale use of logi.

The reason why diminishing returns is better is because it would mean small scale use of logi for roams, small fleets and small capital use would stay as it is. We only want to nerf their use in the large fleets which is where the problem is.

The reason for missions is a simple one. It is by far the easiest change for ccp to make that would have the greatest impact. They are already in game, they inject less isk into the system than anoms do and they allow for any number of people in the system.


Any number of people without any investment in the system to allow it? I don't want to make sitting in a single system w/ 400 people EASY to accomplish. I don't necessarily mind if it happens, but a group needs to work for their space, both taking the space and making opportunities for ISK generation

Cedric

Ninteen Seventy-Nine
Pator Tech School
Minmatar Republic
#1458 - 2014-08-24 02:22:59 UTC
baltec1 wrote:
Rivr Luzade wrote:
If you nerf logi, the game just reverts back to the previous Alpha over sustained DPS crap. I doubt that this is any better.


It is a lot better than having smaller fleets completely unable to even cause any damage to a larger one.


Again, (AGAIN) a nerf to damage mitigation will only mean a larger entity will steamroll over the smaller even more quickly than now.

baltec1 wrote:
Pesadel0 wrote:
Ccp dropped the Ball ever since they nerfed smaller gangs the so called nano they were fun and the smaller alliances and corps could and did harrass the bigger alliances.

I think That manny changes whould Shake things a bit but the aversion that all null coaglitions have now would still be present and they would continue to rule vasts amounts of Space


Not if we change sov to residency based and replace the primary ratting activity from anoms to missions.



All that's going to do is lead to more renters. You aren't changing anything. In fact most your suggestions would probably worse then situation, not improve it.

Sov based residency, which is nice in theory. But without addressing the ability to hotdrop everywhere and anywhere all day long the larger entities will always be able to bully all of null,

The real issue isn't how many systems are stamped with your name on the sov map. That doesn't really matter all that much. It's the degree of direct influence via spaceship violence that really matters. This is why your "travel shouldn't be nerfed because it won't change anything" is critically flawwed.

Because as it is both nothing will ever be out of reach of a bloc's influence and they will never be vulnerable to counter attack. (they never actually have to "commit" to a campaign).

You want to talk about making it so smaller groups have a chance?
Next time a bloc group goes to put someone in line or defend an interest on one side of the galaxy, give the ability of a smaller group (in a nose-to-nose fight) to counter attack your interests without you being able to respond immediately.

THAT is how you give small guys a chance. By not letting big guys be everywhere at once.

You keep saying that "well it will slow the attackers too" but you completely (willfully?) ignore that fact that the comparison to be made here isn't one large group vs one small group, but in reality (and how null should be) it's one large group vs many small groups.

And until you can address why this is so allegedly fundamentally flawed, I have trouble taking your ideas into consideration as unbiased.

And don't give us that same tired "well this alliance will cover this, and that one that" because it doesn't actually mean anything. The point isn't who can commit to where, the point is being able to hit those people at home WHEN they commit.

"The unending paradox is that we do learn through pain."

baltec1
Bat Country
Pandemic Horde
#1459 - 2014-08-24 04:12:48 UTC
Dr Cedric wrote:
baltec1 wrote:
Dr Cedric wrote:
Back to the Logi argument, what woud putting an optimal/falloff do to the Logi system? Especially if its a steep fallof (like 5/45 at max Logi level). This could fit well with the upcoming "meta-cide" so that some modules could be skewed to favor total range at the cost of rep-power and the other way, rep-power at the cost of range, and to that end have one module with high optimal/low falloff and one with low optimal/high falloff.

More fitting choices means more fleet options and more tactical decisions.

Also, I'm still totally in favor of residence based sov, however, agent missions is not the way to go. It needs to be a structure based mechanism that allows increased PvE opportunities with increased structure placement. This allows attackers targets of opportunity that have real worth and will affect a system in real time.


Problem with this idea is that it hurts small scale use of logi.

The reason why diminishing returns is better is because it would mean small scale use of logi for roams, small fleets and small capital use would stay as it is. We only want to nerf their use in the large fleets which is where the problem is.

The reason for missions is a simple one. It is by far the easiest change for ccp to make that would have the greatest impact. They are already in game, they inject less isk into the system than anoms do and they allow for any number of people in the system.


Any number of people without any investment in the system to allow it? I don't want to make sitting in a single system w/ 400 people EASY to accomplish. I don't necessarily mind if it happens, but a group needs to work for their space, both taking the space and making opportunities for ISK generation


Which is why we are asking for the agent to be a station upgrade that have 4 levels. It would work in more or less the same way anoms do.
baltec1
Bat Country
Pandemic Horde
#1460 - 2014-08-24 04:23:14 UTC  |  Edited by: baltec1
Ninteen Seventy-Nine wrote:
baltec1 wrote:
Rivr Luzade wrote:
If you nerf logi, the game just reverts back to the previous Alpha over sustained DPS crap. I doubt that this is any better.


It is a lot better than having smaller fleets completely unable to even cause any damage to a larger one.


Again, (AGAIN) a nerf to damage mitigation will only mean a larger entity will steamroll over the smaller even more quickly than now.

baltec1 wrote:
Pesadel0 wrote:
Ccp dropped the Ball ever since they nerfed smaller gangs the so called nano they were fun and the smaller alliances and corps could and did harrass the bigger alliances.

I think That manny changes whould Shake things a bit but the aversion that all null coaglitions have now would still be present and they would continue to rule vasts amounts of Space


Not if we change sov to residency based and replace the primary ratting activity from anoms to missions.



All that's going to do is lead to more renters. You aren't changing anything. In fact most your suggestions would probably worse then situation, not improve it.

Sov based residency, which is nice in theory. But without addressing the ability to hotdrop everywhere and anywhere all day long the larger entities will always be able to bully all of null,

The real issue isn't how many systems are stamped with your name on the sov map. That doesn't really matter all that much. It's the degree of direct influence via spaceship violence that really matters. This is why your "travel shouldn't be nerfed because it won't change anything" is critically flawwed.

Because as it is both nothing will ever be out of reach of a bloc's influence and they will never be vulnerable to counter attack. (they never actually have to "commit" to a campaign).

You want to talk about making it so smaller groups have a chance?
Next time a bloc group goes to put someone in line or defend an interest on one side of the galaxy, give the ability of a smaller group (in a nose-to-nose fight) to counter attack your interests without you being able to respond immediately.

THAT is how you give small guys a chance. By not letting big guys be everywhere at once.

You keep saying that "well it will slow the attackers too" but you completely (willfully?) ignore that fact that the comparison to be made here isn't one large group vs one small group, but in reality (and how null should be) it's one large group vs many small groups.

And until you can address why this is so allegedly fundamentally flawed, I have trouble taking your ideas into consideration as unbiased.

And don't give us that same tired "well this alliance will cover this, and that one that" because it doesn't actually mean anything. The point isn't who can commit to where, the point is being able to hit those people at home WHEN they commit.


Again, nerf power projection and you get both attackers AND defenders. I will continue to give you our sigs will cover this and that because that is exactly what we will do. Under the current mechanics we can defend our space without jumpbridges, hell, they nefed them a few years ago and it made no difference.

We used to take fleets from one side of EVE to the other before we had bridges and titans to get in on fights. You will never stop large alliances from being able to reach anywhere in EVE.

As for your logi comment, we already alpha smaller fleets into oblivion and take no damage in return. You are literally arguing for small alliances to stand zero chance of even hurting us let alone having any chance to win. The CFC is untouchable and you are arguing to keep it that way.